I would first off, like to say thanks for taking the time to read this guide (or not reading it)!

This guide is mainly focused on PvE. PvP, I will only touch briefly upon in the skills section, I will not go in great detail about this.

In terms of "the best Wizard build or guide," I'm sorry to say that you will not find anything of the sort here. This is a guide based on my own experiences playing a Wizard. If you want to comment about how "my Wizard build is better than yours," or vice versa, feel free to make a topic about that elsewhere. This topic is not the place for that. However, constructive criticism is always welcome.II. Is this the class for me (Pros/Cons)?

I will be very blunt about this; if you do NOT enjoy rotating a small amount of skills (3-4) and spamming them repeatedly, then this is not the class for you. Continuing on otherwise, please feel free to read about what I feel the Pros and the Cons are of the Wizard Class.

Pros
+ Great sustainable DPS (one of the highest).
+ Good escape and defense mechanisms, along with mobility (Ice Wall + Teleport with Levitate).
+ Great damaging AoE spells and mob control (Meteor Storm + Inferno).
+ Some good support capabilities (Frost Nova + Frost Diver).
+ Being a complete lazyass (spamming Fire Bolt endlessly).
+ Dragonology buff (a must for classes that utilize INT including yourself, 10% increase at max level is a huge boost).

Cons
- Not the most versatile class in terms of builds (the worst out of all classes).
- Very boring skill rotations (spamming Fire Bolt).
- Loses to most classes in PvP (let's face it, if you have to pop Ice Wall, you're just delaying death, or letting Fire Flower kill the opponent. Most likely the former.)
- Cast time (clearing mobs with Meteor Storm and spamming Fire Bolt).III. Stats and Stat/Skill Builds

Stats

I'll just go over these stats briefly, since there's not much variation from what other guides have discussed.

STR - Increases physical attack power (2 Attack Power, 2 Parry for every 1 point in STR). [This stat is useless, as the benefits are deactivated for Wizards.]AGI - Increase critical rate (4 Critical, 2 Dodge for every 1 point in AGI). [Great for increasing critical rate.]INT - Increase magic attack power (2 Magic Power, 2 Parry for every 1 point in INT). [Need I say more? This stat directly affects your MATK.]WIS - Increase maximum SP (10 SP increase for every 1 point in WIS). [Another useless stat. You might as well spam Blue Potions at this point.]VIT - Increase maximum HP (6 Max HP for every 1 point in VIT). [This is debatable. I personally would say useless as well, due to the amount of HP it gives per one point.]

Another thing to note with VIT: It also increase the amount of HP your potion heals by. To calculate this, take your total VIT, divide it by 10 and convert it into a percentage (eg: 220 VIT / 10 -> 22 -> 22%). In the example, this would mean that having 220 VIT would increase potion effectiveness by 22%.

Builds:

Default Cookie-Cutter Build:
40 AGI
40 INT
8 VIT

Crit-Centralized Build:
51 AGI
27 INT
3 VIT

Raw Power Input Build:
27 AGI
51 INT
3 VIT

I have also included some calculations done by synesthetic and verxified in the Excerpts and Closing Comments section, so you have a better idea of which build may be more suitable for your standards.IV. Skills

I will be listing my opinion of the skill and the recommendations underneath it. It is not solid advice that you should take, but maybe something you should consider. After all, the end build is ultimately up to you to decide.

Opinions labelled in Green (Lime) means a good overview of the skill. It means you should consider trying to incorporate/investing this skill into your build.Opinions labelled in Blue means a situational overview of the skill. It means you may or may not consider incorporating/investing this skill into your build, depending on what you are building.Opinions labelled in Red means a poor overview of the skill. It means you should review this skill before considering incorporating/investing this skill into your build.

This skill you should at least have 1 point in it. Maxing it is debatable, as you could easily get off 2 high damaging Fire Bolts equivalent to the time it takes to cast 1 Fire Ball with DoT damage. Unless of course, you are completely lucky with getting Fire Ball Mastery procs, then maxing it is more beneficial. Maxing this skill is completely up to you.

This skill is situational. It is definitely worth maxing in PvP, but for PvE purposes there are hardly any situations that call for freezing an enemy in place. PvP wise, a definite max, as you can freeze your opponent in place, buying yourself some hits in (unless they are ranged). If you feel that you need to buy yourself more time to freeze enemies in place with this skill, max it. Otherwise, leave at level 1.

Quite possibly the worst AoE skill I have ever seen. The damage is laughable by standards, hits only once and has a 3 second cooldown. Put one point into this to advance to Teleport and forget about it.

I haven't tested this skill in-depth in terms of damage reduction, but it sounds like it is viable in terms of survivability. However, you require 5 points for the maximum benefits, so it's not something that is recommended should be invested in, as well as kept on, as you can only have one Seal on at a time. It is useful for a quick regen when using Seal Explosion, however. Leave this at 1 point.

This will be the Seal you will have on almost 100% of the time. The extra damage increase along with the probability of additional damage makes this Seal a formidable buff. Not to mention if you decide to use Seal Explosion with this Seal on, you'll get additional magic power. This Seal should be maxed.

In all honesty, this skill is meant more for Sorcerors than Wizards, because Sorcerors have an actual Lightning tree as opposed to Wizards. The only useful part of this Seal to Wizards is the Haste Rate, and even then, 20% haste rate in exchange for 10% damage increase, and a chance of causing additional damage is not worth it. Pyromaniac should more than be a suffice replacement for this skill. Leave 1 point in this Seal.Wizard Skills

As I mentioned with Frost Diver, this skill is completely situational. This can be treated as Frost Nova, except it is an instant cast AoE that is centered on yourself. Personally, I have not found a reason to max out Frost Nova, as there are hardly any mobs that need to be frozen. Leave at level 1.

This is your other defensive skill you will be utilizing. This skill is more of the panic button, should things start going extremely wrong. If you find that Teleport will not be able to save you in such circumstances, immediately activate this skill to buy yourself 10 precious seconds of survivability. As with most skills, it can be cancelled midway, so you do not have to be in the block for the full 10 seconds. Personally, either a level 1 or 5 should be invested into this skill.

This skill makes your useful Seal of Fire even more useful and your useless Seals of Water and Wind useful! At max level, you can regen 50% of your HP/SP by exploding your Seal of Water over 10 seconds, give yourself a 20% magic power boost by exploding your Seal of Fire and a 15% Haste by exploding your Seal of Wind! You most likely won't explode the Seal of Wind, but the Seals of Fire and Water you will most likely utilize. Definitely max out this skill.

This skill is your escape skill; it is used to avoid major AoE's and to re-position yourself if you are in a terrible spot. Having a low cooldown on this skill is beneficial, as it allows you to deliberately put yourself out of position to make a boss focus AoE on you. You can then use the skill to avoid the AoE and save your group from potential damages that could have incurred. PvP wise, it's almost critical to use in order to screw up the positioning of your opponent. In my opinion, this skill should be maxed, though if you feel like you can survive without it, level 1 should be the minimum.

This is questionable for PvE purposes. As much as a movement speed increase is beneficial, there's practically nowhere far you should be running after casting Teleport (except when running to places). PvP purposes, it is great if you need to run from your opponent or screw around with their targeting. Either max it or do not put points into it if you feel you need it, it makes no sense to leave at levels 1 or 2.

This skill is one of the skills you will also be needing to use quite frequently in order to sustain your DPS. Either put 1 point into this skill or max it out, though it is recommended to max out the skill, as the damage bonus builds up over time.

An absolutely vital skill that has to be maxed out. This buff increase your own INT as well as Party/Raid members. Your Priests, Sorcerors, Monks will hug you for this buff (because frankly to them, that's the only thing you are useful for).

Also another vital skill for pumping out damage. Spamming Fire Bolt and Fire Ball will easily get your max stacks of Pyromaniac to the maximum of 100 stacks quickly and will increase your Haste Rate to boot, cutting your cast time of Fire Ball and Fire Bolt down greatly. Max this skill out.

A very useful skill to ignite a group of mobs with, tagging them with Fire Flower. The level of Fire Flower the mobs gets tagged with is directly affected by the current level of Fire Flower that you have. There is no reason to max this skill out, as it will only increase the initial damage. Leave at level 1.

This skill is very debatable. The reason I say that is because Flame Explosion is actually divided into 10 smaller hits for a total damage % listed on the skill. You can also miss your hits with this skill, so you lose out on potential damage. Although you can critically hit with this skill by exploding the Seal of Flame and giving yourself a 20% magic power boost on top of that, you also lose your full stacks of Pyromaniac in the process. Not to mention that even though there is a 3 second stun, it's overshadowed by the fact that your entire animation is almost 3 seconds, leaving you with roughly .5 seconds of free stun time to cast your next skill. You could potentially be better of just having maximum Pyromaniac stacks and spamming Fire Bolts to make use of the Haste Rate, as well as having those 2-3 seconds of wasted time going through the Flame Explosion animation to deal more damage. Personally, up to you to decide whether to pick up this skill or not. Max it out if you do, no point leaving it any lower than level 5. Oh and PvP wise, probably would not consider picking this skill up, you would probably end up dying or defeating your opponent before you even get to full stacks.

Meteor Storm (Cast Time: 1 seconds || Cooldown: Instant || Range: 10 meters)Summon a meteor from the sky to inflict 31% damage to a max. 10 enemies within the targeted area. This skill is most effective when used on more than 3 enemies, however, the damage is reduced when used on more than 6 enemies.[Level 1] 31% damage.[Level 2] 36% damage.[Level 3] 42% damage.

As a Wizard, you have the 2nd highest damaging AoE skill out of all the classes (behind Ranger's Arrow Shower) and the highest DPS AoE skill, which is Meteor Storm. Arrow Shower's DPS is extremely low due to the long cast time and animation, so it is not considered to be an effective AoE by any means. What this means is that you are highly depended on to clear mobs efficiently using Meteor Storm and Inferno (in fact, it should be your priority to be clearing packs of mobs first). By doing so, you alleviate the stress from your Party/Raid so they can focus on the boss. Definite max on this skill.V. Utilizing the Wizard (Play Style)

Skill Rotation

As a Wizard, you have very high sustainable DPS (one of the highest). To be able to utilize this efficiently, however, you should know your skills like the back of your hand. Literally. Even though this class spams only a few skills, not knowing when to rotate your skills can be costly to your own DPS. Below are some standard rotations of Wizard players, including my own.

Obviously Fire Flower should be started off with first and refreshed every 30 seconds, DO NOT LET IT DROP! You lose DPS by letting it expire and not re-buffering it. Fire Ball should immediately come right after, or Fire Bolt if you think you are lucky and can proc off Fire Ball. Do keep in mind that Fire Ball cooldown does not reset if the proc from Fire Ball Mastery goes off, so should you immediately proc after casting Fire Bolt, check cooldown before spamming Fire Bolt.

Flame Explosion can be done immediately after gaining 100 stacks or just before the stacks expire. Best to do it just before the stacks expire, to utilize the haste rate obtained from Pyromaniac.

Positioning

Ideally, you will want to be standing with the rest of the ranged group so you can keep check on the incoming mobs and benefit from skills such as Sorceror's Land of Recovery (unless there is a boss which requires you to be standing away from each other). If you are facing a boss with a random target AoE and feel you can survive being out in the open, it is most ideal to do so. This way, you can mitigate the AoE in a different direction/spot while being able to escape from the damage yourself using Teleport. If you find yourself completely out of position from panic or there's an AoE directed at you/your group, use Teleport to reposition yourself (or just Ice Wall yourself, if you're that lazy). In a dire position where you find you cannot use Teleport to escape, immediately pop Ice Wall. And obviously, if there is no hope for your group, better to die than waste your Ice Wall, it has a long ass cooldown.

Leveling as a Wizard

Generally the same as other classes while leveling: Complete Kharas, finish all the story quests and dungeons quests, and you should be set. If you have a Tank and Priest in your party, spec Meteor Storm and Inferno as quick as possible so you can mob and wipe with ease.

VI. Equipment Choice

Pretty straight forward here. Levels 1-49 just equip the better stat giving gear, don't even worry about the stats until you get to Level 50. Once you get to Level 50, you'll then need to gear up through the following (a HUGE amount of thanks to StryfeK and Klyde for this very useful chart):

VII. Excerpts and Closing Comments

In the builds section, I had mentioned a couple of standard builds you could use. However, stats start playing a role once you get better equipped.

INT vs AGI

From verxified @ playpark.net RO2 forums:

Spoiler

I know there's been lots of discussion going on regarding which stat (int or agi) is better for Sorcerers/Wizards.
First things first this is not another "This is how you should build your character" thread. I looked into this purely from a theoretical point of view, using abit of maths and logic.
The benefits from a stats build are minimal at best compared to the equipment/cards/title you get from questing and drops, so it is entirely up to you how you want to build your character. You won't gimp your character no matter how you place your stats points so to speak.
With that out of the way,
INT as we all know gives a linear increase to magic power. 1 INT = 2 Magic Power
AGI gives 4 critical value. It says 5 when you mouse over agi but I can ensure that it gives only 4. Just divide your total critical value by your total agi.
From this thread: LINK, I got this formula:
rate % = (Stat Value / (400 * (1.05^(monster level - 1)))) * 100
I can vouch that this formula is pretty accurate. I just changed "character level" to "monster level" because your crit rate is actually dependent on the monster you fight with. The rate that is displayed in your character screen is actually against a monster equal with your current level. This is why it seems that your crit rate drops as you level when it actuality it doesn't.
For all intents and purposes the monster level we are concerned with is level 50. Because at the end we are all building our characters towards that.
So using the formula and knowing that 1 agi = 4 crit value, we can find out how much crit rate 1 agi gives.
( 4 / (400 * (1.05 ^ 49)) * 100 = approx 0.0916
This means that over the long run, 1 agi should give you approximately 0.0916% extra damage (since crits are +100% dmg)
Agi will always give this same dmg increase (against level 50 monsters) regardless of your magic power.
To compare this with int, how much increase in dmg % int gives depends on your current magic power:
Dmg increase % = 2 / Current Magic Power * 100
From this we can deduce at what point does agi = int
Magic Power = 2 / 0.0916 * 100 = 2183.41

I know to some it's all been gibberish so far and if you're confused by all this by now, don't worry, the following is all you need to know.
IF your current magic power is BELOW 2183, INT > AGI
IF your current magic power is ABOVE 2183, AGI > INT
Now how you want to use this information to build your character is up to you. kRO2 players have been reported to have about 2500 magic power with endgame gear. So you can decide to build for the future now with an agi heavy build or you can focus on int heavy first and get your equipment up to the desired level before resetting to a heavy agi. Or splitting it equally 41-41 or 40-40-8.

synesthetic also gives a compelling scenario with a base standard magic attack of 2000 with a Lv. 5 Firebolt between INT and AGI:

Spoiler

I don't have a wizard yet, but let's see if I can give a practical example using Lv.5 Firebolt, which does 49% of your magic attack.
Let's also assume you have 2k magic attack. That's a modest amount given some epic sets, cards, titles, runes, etc.
I estimate that you should also be able to get 25% crit rate relatively easily as a wiz/sorc.
Per cast, you'd be doing 980 damage.
Over 100 casts, critting 25% of the time for double damage, you'd do 73500 damage from regular hits and 49000 from crits.
Total 122,500 damage.
If you had 48 more matk, then per cast, you'd be doing 1003.52 damage.
Over 100 casts, critting 25% of the time, you'd do 75264 from regular hits and 50176 from crits.
Total 125,440 damage.
If you had 2.2% more crit rate, and per cast you're doing 980 damage..
Over 100 casts, critting 27.2% of the time, you'd be doing 71344 damage from regular hits and 53312 from crits.
Total 124,656 damage.
That's a difference of 784 damage between the two extreme scenarios I quoted above. Over 100 casts (which would take about 3.3 minutes). That's not significant.
But if you want to be picky about it, then given 2k matk, int wins over agi.

In verxified's thread, however, he says the break-even point for damage is at 2183 matk--int wins over agi until you have more matk than that--and some kRO2 players have supposedly reached 2.5k attack. I don't know for what classes and with what sorts of buffs, but let's just math out the difference with 2.5k matk to give me something to do.
With 2.5k matk, per cast with Lv.5 Firebolt, you'd do 1225 damage.
Over 100 casts, critting 25% of the time, that's 91875 from regular hits and 61250 from crits.
Total 153,125 damage.
With an additional 48 matk, per cast you'd do 1248.52 damage.
100 casts, critting 25% of the time, that's 93639 from regular hits and 62426 from crits.
Total 156,065 damage.
With 2.2% more crit rate, doing 1225 per cast..
100 casts, critting 27.2% of the time, that's 89180 from regular hits and 66640 from crits.
Total 155,820 damage.
huh... Well I guess int wins again! But the damage difference between the two scenarios is 245 damage, which is even less significant. Meaning there is a break-even point at which the extra crit from agi would mean more than int, but good luck reaching the amount of matk you'd need for that.

What does this all mean? Very simple. In short terms: Stats don't have a significant impact. Gears do.

One last thing to note: skills that Immobilize your enemy by freezing them (Frost Nova and Frost Diver) will grant your enemy a buff that cuts the duration of the Freeze the next time it is cast on them. Therefore it is advisable to use it sparingly.

As a final reiteration (I stress this a lot), this guide is meant only as that; a guide. It's not something you should follow concretely, but rather something you can refer to as a different outlook compared to yours. You may or may not decide to incorporate some, all or even none of the tips/recommendations here.

Wizard build is easy to configure in general, compared to other classes.

However stat build is different thing. People have different view and prefence to make up for their gamestyle.. I also verified that AGI over INT calculation over there is precised.

In my opinion, I wouldn't even consider a slightest bit of spending it if it's were me.. 3 or 8 extra Vit (18Hp and 48HP) does seems to worth much.. I'd just go for two stats AGI and INT, and spend all cards on VIT.. 5 Scratch Thief contributes to huge HP boost.. Since I already have a solid source of stats for damage, and card is something that requires to farm and replaceable, it would be wise for me to just use asset my own stats, and stack HP from external.. It is cheaper.. My combo is with Alchemist profession. So, I have the damage, and I have free heal to make up for it, and we all know how great Alchemist pot is.

My stats is
49 AGI
31 INT

my build is quite ridiculous though.. I have less nuking skill and more "running" skill.. but somehow it turned out well so I just keep using it. Apparently, I don't even need 2k attack to utilize AGI.. Hehe.. One thing for sure is I really2 love Teleport, almost addictive and even had it maxed

Basically what I did is spending stats on INT and AGI so I wouldn't sacrifice damage during leveling process.. My experience on Wizard is like easy mode.. I tried with different build but couldn't get to my liking..

Oh yeah, I love Teleport myself. Saved my rear end more times than I can mention. Stat build wise, anything can work at this point. It should be more catered towards early levels, if anything, like you mentioned. You could also move the points spent into Vitality into either AGI/INT like you also mentioned as well.

I still have doubts about fire explosion though, since it will end pyromaniac stacks when used, we can just use it near the end of pyromaniac duration right? shouldn't that increase our DPS significantly when coupled with blast arms' crit effect as well?

Ideally, yes, you would want to use it when your stacks of Pyromaniac is about to expire, as the haste rate means more Fire Bolts can be put out, even though the reduction is .1 seconds at best. Though in this case, if you want to keep the guaranteed crit effect from the Seal Explosion, it would be best to use Seal Explosion about 20-21 seconds before the Pyromaniac stacks are about to expire. I'd much say 21 seconds to at least give yourself a second worth of a buffer zone.

I know there's been lots of discussion going on regarding which stat (int or agi) is better for Sorcerers/Wizards.First things first this is not another "This is how you should build your character" thread. I looked into this purely from a theoretical point of view, using abit of maths and logic.The benefits from a stats build are minimal at best compared to the equipment/cards/title you get from questing and drops, so it is entirely up to you how you want to build your character. You won't gimp your character no matter how you place your stats points so to speak.With that out of the way,INT as we all know gives a linear increase to magic power. 1 INT = 2 Magic PowerAGI gives 4 critical value. It says 5 when you mouse over agi but I can ensure that it gives only 4. Just divide your total critical value by your total agi.From this thread: LINK, I got this formula:rate % = (Stat Value / (400 * (1.05^(monster level - 1)))) * 100I can vouch that this formula is pretty accurate. I just changed "character level" to "monster level" because your crit rate is actually dependent on the monster you fight with. The rate that is displayed in your character screen is actually against a monster equal with your current level. This is why it seems that your crit rate drops as you level when it actuality it doesn't.For all intents and purposes the monster level we are concerned with is level 50. Because at the end we are all building our characters towards that.So using the formula and knowing that 1 agi = 4 crit value, we can find out how much crit rate 1 agi gives.( 4 / (400 * (1.05 ^ 49)) * 100 = approx 0.0916This means that over the long run, 1 agi should give you approximately 0.0916% extra damage (since crits are +100% dmg)Agi will always give this same dmg increase (against level 50 monsters) regardless of your magic power.To compare this with int, how much increase in dmg % int gives depends on your current magic power:Dmg increase % = 2 / Current Magic Power * 100From this we can deduce at what point does agi = intMagic Power = 2 / 0.0916 * 100 = 2183.41

I know to some it's all been gibberish so far and if you're confused by all this by now, don't worry, the following is all you need to know.IF your current magic power is BELOW 2183, INT > AGIIF your current magic power is ABOVE 2183, AGI > INTNow how you want to use this information to build your character is up to you. kRO2 players have been reported to have about 2500 magic power with endgame gear. So you can decide to build for the future now with an agi heavy build or you can focus on int heavy first and get your equipment up to the desired level before resetting to a heavy agi. Or splitting it equally 41-41 or 40-40-8.

I just took it as part of grand explanation, leading up to the final conclusion that stats from leveling don't mean much.

All of that stuff quoted led to what I put in my stat guide/FAQ, but that last post shows just how silly it is to sweat over stat builds. I still want to put something like that into my guide, but I hesitate to make my walls-of-text bigger without enough justification. Especially when numbers are involved. I feel like it turns people away, and that's counterproductive.

This guide is absolutely awesome! Just one question though. In what order should I be allocating skill points as I'm leveling?

For example, should I put one point each into Fireball, Fire Bolt Mastery, and Fire Arms, and then max Fire Bolt? Should I not max all 4 of these skills right away as to save points for when I become a wizard? I will only be doing PvE, thank you for any suggestions!

Ideally, you would want to invest in a maximum Fire Bolt followed by at least 1 point in the fire skills. You can max out all of the skills before changing job and still have enough points to invest into Wizard skills you want first.

By itself, it most likely won't be noticeable. Which is why I tend to use it with a high Haste Rate (popping Guardian). Of course, the more time that passes by, the more efficient it is. However, most bosses only last 7-8 minutes before enraging, so this may decrease the actual worth of the skill (it's actually pretty garbage if you think about it in this sort of time frame).

If you think that this won't make a difference to you, then drop it to Level 1 and pick up FE + IW.

By itself, it most likely won't be noticeable. Which is why I tend to use it with a high Haste Rate (popping Guardian). Of course, the more time that passes by, the more efficient it is. However, most bosses only last 7-8 minutes before enraging, so this may decrease the actual worth of the skill (it's actually pretty garbage if you think about it in this sort of time frame).

If you think that this won't make a difference to you, then drop it to Level 1 and pick up FE + IW.

That's my opinion and I'm hoping to find out if there's any other any way in making use of that Haste Rate. Otherwise I'm thinking of going ahead to max out FE and IW/Meteor.

IMHO, popping a guardian in raid might not be a good idea especially when healers need the guardian to res others, but can't pop due to the 10m cd.

Since wiz dps depends on dots, i dont think Agi is that critical, but great to have for a chance to crit on your fireball.

So basically, when blast arms i on, FE will deal critical dmg 100% all the time right?

I'm honestly extremely skeptical about Flame Explosion. It really sounds like it'd have its uses over Pyromaniac, but I like to avoid including it in my builds, as the time it takes to cast is anything but convincing.

I'm honestly extremely skeptical about Flame Explosion. It really sounds like it'd have its uses over Pyromaniac, but I like to avoid including it in my builds, as the time it takes to cast is anything but convincing.

You'd choose Pyromaniac over Flame Explosion, wouldn't you, frost?

Basically the way I view it, is picking which skill is the least crappiest over the other. In this case yes, I'd have to go with Pyromaniac. Because in the end, both skills are pretty bad.

In view of colo coming in later...instead of maxing either FE or Pyro..there pve/pvp build frost diver and LB is maxed out instead. Yes I know this is a PvE specific thread...good to kiv for pvp as well as this thread is pretty much the only wiz dedicated thread right now.

It's ok, the only thing that people never mention in this guides is the importance of Firesflower (Firestarter here) to not fall down in DPS V.S. other classes while doing raids. It scales purelly on your M.ATK and can not crit.

Being one of a few morons who did Hard CoA's "legally" in the SEA server I would always recommend to max out INT, as well as focusing, while equiping/buffing, this stat over all.I mean you can try to math out the damage in ideal situations, but the reality is that a Ranger will always (and should) outdamage a Wizard on DPS.Your prioriies as a wizard are (as people will eventually see you):1- Being a INT buff2- ADD control with Warriors (Also save Priestes who mess up the aggro with critical healings)3- Last and less important, being a DPS

And on a last note, I max out Flame Explosion over Seal Explosion, because it's really rare that someone let you build that much Pyro stacks, but if you use frost nova and constantly teleport away and you reach them in PVP, the other guy is 90% dead.